VIDEO < this is my problem my jump is jumping way to fast and I dont event have time to move beaten where I Jumped from Is there a way I can improve this jump without slowing down my sprite fps? if I tried to slow down my sprite fps that would cause my sprite to play its animation way to many times when I jump. I am trying to make this jump smooth as possibale but right now its jumping way to fast and also the animation plays to fast
where my jump is
# our main loop
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if playerman.direction == "right":
playerman.direction = "Idle"
if playerman.direction == "left":
playerman.direction = "leftid"
if keys[pygame.K_SPACE]: # -------------- IF WE CLICK SPACE THEN WE SHOULD PLAY JUMP ANIMATION
playerman.direction = "jump"
# player moving
if not playerman.isJump: # -------------- make our player fall
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
collide = False
if playerman.rect.bottom >= 605:
collide = True
playerman.isJump = False
playerman.JumpCount = 10
playerman.y = 605 - playerman.height
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.fall = 1
# -------------- this is the jUmp logic where I am having the problem
else:
if playerman.JumpCount >= -10:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.4
playerman.JumpCount -= 1
else:
playerman.JumpCount = 10
playerman.isJump = False
if playerman.direction == "jump": # if we click jump then it should play the jump then go back to the "idle"
playerman.direction = "Idle"
my mouse sprite class
# our player class
class player:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.idle = [pygame.image.load("grey_mouse/idle (" + str(i) + ").png") for i in range(1, 21)]
self.leftid = [pygame.image.load("grey_mouse/id (" + str(i) + ").png") for i in range(1, 21)]
self.Right = [pygame.image.load("grey_mouse/walk (" + str(i) + ").png") for i in range(1, 9)]
self.left = [pygame.image.load("grey_mouse/left (" + str(i) + ").png") for i in range(1, 9)]
self.jump = [pygame.image.load("grey_mouse/jump (" + str(i) + ").png") for i in range(1, 9)]
self.color = color
self.rect = pygame.Rect(x,y,height,width)
self.fps = 60
self.next_frame_time = 0
self.clock = pygame.time.Clock()
self.direction = "jump"
self.direction = "Idle"
self.direction = "right"
self.direction = "left"
self.direction = "leftid"
self.speed = 3
self.anim_index = 0
self.fall = 0
self.isJump = False
self.jumpCount = 10
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
self.rect.topleft = (self.x,self.y)
if self.direction == "Idle":
self.clock.tick(self.fps)
image_list = self.idle
elif self.direction == "right":
self.clock.tick(self.fps)
image_list = self.Right
elif self.direction == "left":
self.clock.tick(self.fps)
image_list = self.left
elif self.direction == "leftid":
self.clock.tick(self.fps)
image_list = self.leftid
elif self.direction == "jump":
self.clock.tick(60)
image_list = self.jump
# Is it time to show the next animation frame?
time_now = pygame.time.get_ticks()
if ( time_now > self.next_frame_time ):
# set the time for the next animation-frame
inter_frame_delay = 1990 // self.fps
self.next_frame_time = time_now + inter_frame_delay # in the future
# move the current image to the next (with wrap-around)
self.anim_index += 1
if self.anim_index >= len( image_list ):
self.anim_index = 0
if self.anim_index >= len(image_list):
self.anim_index = 0
player_image = image_list[self.anim_index]
player_image = image_list[self.anim_index]
self.hitbox = (self.x, self.y + 30, 46,60)
player_rect = player_image.get_rect(center = self.get_rect().center)
player_rect.centerx += 0
player_rect.centery += -20
window.blit(player_image, player_rect)